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Posted

I spawn these on the cats first which you can specify and keep them seperated from each other.

 

If you introduce a late activation it will put them to the back of the queue.

 

Most of the ordering is quite complex.

 

If you late activate you lose the sixpack 4 spots which reduces your capacity a little.

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SIMPLE SCENERY SAVING * SIMPLE GROUP SAVING * SIMPLE STATIC SAVING *

Posted

No need to late activate. Just sequence the flights in the order you'd like, with a 1 sec difference in their starting times. You do loose the sixpack (or street...) after start, so choose wisely.

Posted (edited)

For single player, page 78 of the SC manual lays out the order of things, but it's confusing. The order in which you add aircraft to the SC is important. On my first attempt, I launched a cycle with 8 aircraft by following their suggestion to select E-2 and S-3 aircraft for slots 5 - 8. I picked in this order:

 

1. 2 x Tomcats

2. 2 x Hornets

3. 1 x E-2

4. 1 x S-3B tanker

5. 2 x Hornets

 

I made each section or aircraft uncontrolled (except the player flight), and used a single trigger to start them all at the same time.

 

I ran the launch cycle several times and it worked every time.

 

I've run into difficulty using CombatFlite, but the mission was older and pretty complex. I didn't pay close attention to the selection order when I built it a few months ago. In converting that mission to use the SC, my number 2 got slotted in to spot 12 and gets stuck behind a pair of Hornets that refuse to move from spots 2 and 3. The result is gridlock on deck, and I'm the only aircraft able to launch.

Edited by Yoda967

Very Respectfully,

Kurt "Yoda" Kalbfleisch

San Diego, California

"In my private manual I firmly believed the only time there was too much fuel aboard any aircraft was if it was fire." --Ernest K. Gann

 

Posted

I've noticed old missions created before SC can cause weird taxi/gridlock issues on the deck. It seems this module may require flights to be rebuilt to sequence correctly.

Posted

I've come to that conclusion, as well.

 

I suspect that for now, anything built with CombatFlite counts as "old missions created before SC". Hopefully, Viper will do an update soon.

Very Respectfully,

Kurt "Yoda" Kalbfleisch

San Diego, California

"In my private manual I firmly believed the only time there was too much fuel aboard any aircraft was if it was fire." --Ernest K. Gann

 

Posted

Spawning them earlier does not work, as they will launch after the rest as they are parked in front of them. Spawning them on the cats obviously works, but doesn’t look as good.

It would be nice to have a feature in the ME to select the launch sequence

Posted

Agreed. For now, we have to be careful of what order we add aircraft to the SC.

Very Respectfully,

Kurt "Yoda" Kalbfleisch

San Diego, California

"In my private manual I firmly believed the only time there was too much fuel aboard any aircraft was if it was fire." --Ernest K. Gann

 

Posted

Using triggers with "time more" with "group activate" for individual groups seems to work to sequence spawning position. Play with that until the order is set as you'd like.

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Nevada | Persian Gulf | Normandy | Supercarrier

 

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